Go Back   EN World D&D / RPG News > General RPG Forums > General RPG Discussion

General RPG Discussion Discussion of all RPGs and non-system-specific topics. DM/GM/player issues, settings, etc. Rules discussion belongs in one the forums below.

Share LinkBack (1) Thread Tools Display Modes
Old 21st December 2008, 06:53 AM   #321 (permalink)
Registered User
 
Orius's Avatar
 
Join Date: Nov 2002
Posts: 3,040
Orius Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by (un)reason View Post
Mehica: Another module that takes AD&D to new places, this time mesoamerican jungle. Which means step pyramids, human sacrifice, werejaguars, and lots of stuff to loot. Sound like fun to you?
Sounds like Maztica to me. I wonder if this actually has more flavor rather than being a generic cut and paste of Mesoamerican history and culture with some D&D elements bolted onto it.
__________________
"Y'know, I think my favorite thing about being a hero of destiny is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in your way." -- 8-bit Theater

"i did not serve with napolean in his artillery. but i did play wargames with him and his men." -- diaglo

Orius is offline   Reply With Quote
Old 21st December 2008, 12:05 PM   #322 (permalink)
Registered User
 
(un)reason's Avatar
 
Join Date: Jan 2005
Posts: 633
(un)reason Orc Berserker (Lvl 4)
Dragon Issue 71: March 1983

part 1/2

84 pages Ha. We get one of the reminders that behind the scenes, there is legal crap going on. Gary Gygax might be the creator of AD&D, but he's only the CO-creator of D&D. We apologize for implying otherwise. Please don't sue us Dave. That little gem aside, there's plenty more official stuff in this issue, plus a few unofficial bits. Once again, it's nearly all AD&D, and that doesn't look like changing. I guess I'll have to stop complaining.

In this issue:

Out on a limb: A letter asking for articles on psionics, as it is currently grossly underrepresented. They reply that as with most things of this sort, that's up to you freelancers (hint hint)
A letter decrying the inaccuracy of Mazes and Monsters, afraid that it'll give gamers a bad reputation. Hey, at least they're acknowledging your existence.
A letter asking for more photos of mini's especially painted ones.

From the sorceror's scroll delivers some more spells. This month, It's druids turn again. Such useful staples as flame blade, goodberry, spike stones and changestaff. Plus, temple of elemental evil is considerably nearer completion, (ha) we have french translators hard at work now, and our sales are up 70% on last year. We expect to gross 30 million dollars. Pay no attention to the naysayers. He's certainly as confident as ever. For now, anyway. Never trust disco stu's financial projections.

Fiction: The blink of a wizard's eye by Joel Rosenberg. Another interesting little story. Two wizards can overcome the problems that one can't, if they could just work together long enough to figure it out. But what are the odds of that? Not great, but in an infinite universe, everything happens eventually. A fairly entertaining little tale, but not a classic one.

Mind of the monster: A treatise on monster intelligence, encouraging you to play your monsters as intelligently as their statistics say they are. Even animals can pull off some basic tactics. Orcs and things should at least know about ambushes, traps, flanking and when retreating would be a good idea. And it only gets better from there. Things with genius intelligence and lots of special powers like mind flayers and greater demons ought to have all manner of tricks prepared to take you down. And remember that they ought to have personalities as well. Members of a race are not just a hivemind monoculture. Lots of solid advice here. Just remember not to make them too infallible, or the players will die all the time, while the survivors give up adventuring or turn into ultracautious tacticians. And that playstyle isn't fun for everyone.

Greyhawk's world: Stats for some of the guys who's names fill the spell and magic item lists of the D&D books. Heward, (bard 20, Magic-user10, Illusionist10) Keoghtom (bard 20, Magic-user 18, Illusionist 16, Cleric 14, monk 10) Murlyand (paladin 12, magic-user 12, illusionist 12, plus six-shooters and techie skills) and Kelanen (fighter 20, Thief-acrobat 10, Magic-user 5, Illusionist 5) So yeah, you won't be beating these guys in a fight any time soon, unless you're willing to break the rules as much as they do. They also have quite a high level of scientific knowledge, more reminders that there were plenty of modern and futuristic crossovers in Gary's original games. So like Elminster, don't be surprised if they start dropping modern cultural references.

Who gets the first swing?: A new, more realistic initiative system? :rolleyes: Here we go again. 12 pages of experimental rules and modifiers. Well, it's definitely more realistic, and adds more tactical options for fighters, which is to be lauded. The quantity of tables on the other hand, is not, and despite what they say, using this does look like it would slow down play. I really don't think I can be bothered to test it, and see if it does work out in actual play. Any feedback from actual experiences with this would as ever, be welcomed.

The taming of brimstone is this month's adventure, A boot hill (it's been a while since we saw anything for that in here) 12 pager, (although 2 of those are left blank so you can cut out the map) It's your job to become the law in a frontier town, and make it safe for peaceful folks. (Why would you want to do that? That's destroying your source of adventure hooks. ) Certainly an interesting change of pace from dungeoncrawling, this forces players on the defensive, waiting for trouble and then reacting to it as fast as possible. There's also tons of opportunity for roleplaying, as just shooting anyone who you suspect of being a troublemaker is not the way to make a safe neigbourhood, and there's always some detective work that needs doing. This actually seems pretty nice, and it's definitely good to see them trying new things. And the only railroading involved is the literal kind, which is especially pleasing, since so many roleplay heavy adventures fall into that trap. Thumbs up.

Last edited by (un)reason; 21st December 2008 at 01:07 PM..
(un)reason is offline   Reply With Quote
Old 21st December 2008, 12:16 PM   #323 (permalink)
Registered User
 
(un)reason's Avatar
 
Join Date: Jan 2005
Posts: 633
(un)reason Orc Berserker (Lvl 4)
Quote:
Originally Posted by Orius View Post
Sounds like Maztica to me. I wonder if this actually has more flavor rather than being a generic cut and paste of Mesoamerican history and culture with some D&D elements bolted onto it.
Not really. Remember it's a 12 page old skool module from 1983. There's no room for any excess stuff like characterization. They provide you with enough geographical and statistical detail to run it, and then the rest is up to you. It's got more flavour than the really early stuff like keep on the borderlands. But that's mostly to ensure that it's obvious these are scary guys like the worst stereotypes of aztec culture, and need to be stopped.
(un)reason is offline   Reply With Quote
Old 21st December 2008, 12:54 PM   #324 (permalink)
Registered User
 
Join Date: Jun 2008
Posts: 1,542
justanobody Hobgoblin Soldier (Lvl 3)
You did seem to notice the mess up with 70 have the same issue number as 69 and this carried on from there.

Vol VII Num 8 or something for both of them. Well you are 1/5th done with them all now. Still good reading what you think about them as they go.
justanobody is offline   Reply With Quote
Old 22nd December 2008, 11:13 AM   #325 (permalink)
Registered User
 
(un)reason's Avatar
 
Join Date: Jan 2005
Posts: 633
(un)reason Orc Berserker (Lvl 4)
Dragon Issue 71: March 1983

part 2/2

Sage advice is following up on the astral plane article 4 months ago. The information given just raised more questions, as there's no way you could satisfy everyone in 13 pages, and you couldn't anticipate what holes they'll pick in it anyway. So lets see what else we find out here.
Does the astral plane connect with the elemental ones (not usually. You'll have to create a relay or use powerful gating effects)
How do you drink potions in a weightless environment. (use a straw, squeezable bottle, or some other inventive means. There are plenty of tricks to solve this one)
Why can creatures drown if they don't need to breathe there (because it blocks the astral "air" from getting to their system. (I know they changed that one later. because they had the whole astral ocean thing in planescape.))
Can you talk normally while astral (yes)
How are psionics changed while astral (here's the list)
What races are the wizards traveling the astral (nearly all human. Other races just can't get high enough to learn the magic, apart from by using scrolls.)
What's this about creatures going insane when lost in the astral (Exactly that. Stranded creatures may be of dubious sanity, due to sensory deprivation and the strangeness of not needing to eat, sleep, and stuff. Watch out.)
How do lycanthropes cope (they can't change while astral, because there's no moon, no night, and virtually no time. I doubt they'd spend much time there unless they were an unwilling one looking to get away from their curse.)
Can a cleric bring their holy symbol along with them (If they enchant it somehow. A simple light spell should be enough.)
Can astral travelers adjacent to another plane be seen by creatures further into the plane (yes, with some caveats)
How fast can a magic-user's familiar move (if within 12" of its master, it can use it's master's intelligence, if not, it uses it's own)
Do you automatically heal any damage your astral form has when you return to your real body (no)
I don't like the rules for adapting to missile fire in weightless conditions (that is not a question. You can houserule it if you like)
Why aren't the missile ranges infinity if there's no friction (because it still gets harder to hit further away targets. After a while it's just ridiculously improbable.)
Since you move by thought, can't you just dodge by thinking yourself out the way (Reaction times still depend on dexterity. Stop trying to break the system)
Why is grappling allowed, but overbearing isn't (because there's no surface to push you onto)
Can intelligent magic items move while astral? (theoretically, but they won't think of it on their own as they're used to being passive partners. Plus, they have no senses apart from the magic ones they're specifically given unless being held, in which case they share yours. They're unlikely to wander off.)
Do magical items from other planes lose power on the prime material (yes)
Do swords of life stealing lose their special power when astral (only if their plusses are reduced to zero)
How long does it take spellcasters to recover spells (the usual. Even if they don't sleep, they still have to spend 8 hours doing nothing before studying. And they can only do so once per journey, unless their god lives on the astral plane, or they're a native. (now that's another bit they would later drop))
Man, that's a lot of questions. And it's not over yet, as they expand on the spell changes as well. This has certainly been informative (and a lot of typing)

Deities and demigods of greyhawk: This month's creatures that you may choose to worship are Erythnul, Incabulos, Nerull, Ralishaz and Wastri. A pretty unpleasant lot, running the gamut of evil alignments and goals, from human supremacy to slaughtering everything. (funny just how much of nerull's portfolio vecna stole in 3rd edition. You'd think they'd conflict more.) Weirdly enough, more attention seems to be paid to balance their cleric's powers with each other. Either gary's getting more practiced now, or they're making sure all the players don't defect to the side with the better toys.

The dragon subscription page is particularly amusing this issue, thanks to tom wham.

Reviews: Swordbearer is a fantasy RPG. With an abstracted wealth system rather than coin-counting, an interesting magic system, and skill development rather than rigid classes, it's certainly a step upwards in overall design sophistication. Can it survive against the current harsh competition for any amount of time though? Our reviewer is not optimistic. It may be too sophisticated ( ie, complex) for the proletariat. Plus it's silly to try to get into an already occupied niche.
Dunzhin is a text based adventure game. Explore, kill beasties, find treasure, hope your stuff doesn't run out at a bad moment, wrestle with the simplistic parsing system; unless you're too young, you'll remember the drill. Thankfully, it's all randomly generated dungeons, so there's plenty of replay value, and you don't have to worry about trying to hold conversations with NPC's And if you manage to finish this one, you can buy more games in the series, and transfer your leveled up character between them. Isn't that nice.

An advert for plattermania is on the same page. How many spinning plates can you keep up for how long? Sounds like an interesting little computer game. Definitely not worth $39.95 on its own though. That'd be a single minigame on one of the modern wii party games. (actually, is there one, as that seems like it would be very well suited to the controller system. )

What's new covers lycanthropes. Dave Sim approves. Wormy features holy mackerel (sorta) Dragonmirth has a million reindeer. It'll make more sense if you actually read it.

A very fast-paced issue, with relatively few articles, none of which held me up. This is a definite improvement over the last couple of issues. Lets hope that's a trend, not a fluke.

Last edited by (un)reason; 23rd December 2008 at 12:18 PM..
(un)reason is offline   Reply With Quote
Old 23rd December 2008, 12:09 PM   #326 (permalink)
Registered User
 
(un)reason's Avatar
 
Join Date: Jan 2005
Posts: 633
(un)reason Orc Berserker (Lvl 4)
Dragon Issue 72: April 1983

part 1/2



88 pages. Yet another dragon on the cover of this one. At least this time the female adventurers are sensibly dressed. And that's not an april fool. But they haven't skimped on that stuff inside. We have both ridiculous stuff, and things that are humorous but still useful. And they've got some pretty big changes in store, like bringing in drag-racing to the magazine. I hope you'll enjoy their new direction.

In this issue:

Out on a limb: A letter complementing them on the chess article, and suggesting some ways it could be further added too.
A letter critisizing the erratad version of falling damage, saying the normal version is both more realistic and better for the game, as while the distance fallen in a time may increase geometrically, the speed you are falling at increases linearly.
A letter engaging in much quibbling about maximum speeds for ships and boats.
Five letters asking for more/less inclusion of games other than D&D, which the editor uses to illustrate the impossible line they have to walk in terms of meeting demand and pleasing everyone.
A letter complementing them on using the original version of historical names rather than modernized ones. Kim comments that he likes to get this right, because so many people falsely assume about his gender. (cue That's not my name)
A letter complaining that the magazine is so expensive.

From the sorceror's scroll: Ahh, the cavalier. One of the more hated second wavers of 1st edition AD&D. What was Gary thinking when we already have the paladin? Roughly the same thing as when he made the barbarian, probably. Lets make up some cool stuff, and worry how it fits in with everything else later. And although they occupy the same thematic niche as the paladin, that of the chivalrous mounted fighter, the specifics of their powers are quite different. They really do push the mounted warrior schtick, which of course may cause some problems when dungeoneering. So like the barbarian, they are exceedingly powerful when dealing with problems suited to their powerset and mentality, and a pain in the ass outside them. This probably is not conducive to a good gaming experience, and their failure to make it to 2nd edition seems pretty reasonable, considering.

The ecology of the piercer: Woooo! This series has finally started. This makes me very happy. We've been having too few developments that I can be unreservedly positive about. We start with a monster that really needs it, D&D's ceiling hanging gastropods of dooooom. The fiction part isn't as good as most of the later installments, but it includes a very nice full page diagram of their internal structure. Overall, it's definitely a solid start to a series that will give us lots of inspiration over the years. I look forward to seeing what they cover next.

Gems Galore: Now this is something that's all too easy to ignore. Gems and jewelery turn up in a lot of treasure hordes, and often get viewed as just more money with less encumbrance worries. Given the variety they come in, and how tricky it can be to value them and sell them, getting maximum profit from your hauls could become an adventure in itself. As usual, Ed has both done his homework, and not been afraid to add things that he found cool. We get plenty of realmsian setting detail worked in, much of it pure fluff. Even if it's not that useful, it's very interesting to see what superstitions the members of a imaginary world have. Some may find it too much detail, but I'm still hungry. It's going to take till the mid-90's to satiate my hunger for more and more little world details.

The real barbarians: Ahh, the old misrepresentation of the natives screed. We had it with druids, and now we have it with barbarians. Honor, adherance to taboos, actually more sexually progressive than the so-called civilized people, rich oral tradition, blah blah blah, wake me when it's over. This stereotype and overgeneralization does no more favours to them than the other one.

The PbM scene: Another long article, this is an overview of the Play by mail games that are currently big, with quite well thought out descriptions of all the major games, and the differences between them. If you did want to pour you money into that stuff, at least you're now a good deal better equipped to choose ones that you'll like. I'm still not convinced enough to try one, (not that I could now) but I'm not going to knock the skill of it's advocate.

File 13: Tom Wham gets all meta on us, giving us a game about the process games go after being written to get to being a completed project. And like movies, computer games, or anything else creative, once it goes into committee process, everyone wants to monkey around with it. Which a lot of the time, doesn't help. One wonders how much editing work went into the game's design You can play this one solo, or compete against others. Not that it matters, because victory and defeat is mostly a matter of luck. Just like real life soliciting Seems like a pretty quick game that you could play a few rounds of between other things, but not the most amazing thing he's ever come up with.

Figure feature gives us 4 different dragon mini's to peruse this month. Nothing particularly unusual here.

The true story of file 13: And most of my questions from the game are answered. Kim gives us a rather funny recounting of his part in the game's production. They've got to make sure it's all suitable for a family magazine. As is often the case, I'm not sure how much of this is true and how much is invented for comedic effect. But it makes for an amusing read anyway, which seems to have been their primary intention anyway. And if they can make their april fool section useful as well as funny, that's all to the good.

Valley elves get filked. They like, so deserve it. I mean, they think they're cool, but they're totaly not. Plus they're, like, old. They might look young, but they're totally older than your mom. I mean how eww would that be, going out with one, and then they start talking about your grandparents. Grody.

Duh Jock: Ahh, mocking the popular crowd. Now there's something we've seen before. We get another joke class, with maximums to many ability scores. Just about legal, they probably won't be functional in a dungeonering game, because so many of their powers are non-combat based (oh, the irony) Unless you want to play a highschool drama game (not beyond the bounds of possibility), you should give this one a miss. Or you derive some sadistic pleasure from throwing a team of jocks against D&D monsters and seeing how long it takes them to all die horribly. I can see how that would appeal to some people.

Spells for everyone: Oh, this joke again as well. Nonmagical "spells" with obvious material components. Like throwing a dead slug at someone for taunt (oh, wait ) They diliberately mess up the format, just to confuse us. Come on, the joke articles should at least be as imaginative as the normal stuff. You only have to fill this once a year. You shouldn't be recycling themes yet.

Ha. We get a sex in AD&D article this year. What's new must be kicking themselves that someone else beat them too it. Roger Moore covers the mating habits of woodland creatures, sphinxes, succubi, minotaurs, and almost hydras ( yeah, like they're really going to let tentacle rape into the magazine. ) Then it all goes downhill and they have to drag him away from the typewriter. I suppose it's a better way than most to finish off our joke section. I'm certainly amused, anyway.
(un)reason is offline   Reply With Quote
Old 23rd December 2008, 06:09 PM   #327 (permalink)
Registered User
 
LordVyreth's Avatar
 
Join Date: Jan 2003
Location: Batavia, IL
Posts: 843
LordVyreth Goblin Sharpshooter (Lvl 2)
Heh, the first ecology article's on the PIERCER? How appropriate that it's the April issue. In a way, though, it fits. The first ecology's on the stupidest monster in the game (except for maybe the wolf in sheep's clothing,) and the last is on the Tarrasque. Nice.
LordVyreth is offline   Reply With Quote
Old 24th December 2008, 05:25 AM   #328 (permalink)
Registered User
 
Orius's Avatar
 
Join Date: Nov 2002
Posts: 3,040
Orius Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by (un)reason View Post
Valley elves get filked. They like, so deserve it. I mean, they think they're cool, but they're totaly not. Plus they're, like, old. They might look young, but they're totally older than your mom. I mean how eww would that be, going out with one, and then they start talking about your grandparents. Grody.
Pure genius.
__________________
"Y'know, I think my favorite thing about being a hero of destiny is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in your way." -- 8-bit Theater

"i did not serve with napolean in his artillery. but i did play wargames with him and his men." -- diaglo

Orius is offline   Reply With Quote
Old 24th December 2008, 12:38 PM   #329 (permalink)
Registered User
 
(un)reason's Avatar
 
Join Date: Jan 2005
Posts: 633
(un)reason Orc Berserker (Lvl 4)
Dragon Issue 72: April 1983

part 2/2

Up on a soapbox: Oh, this is good. Someone's realized that hardly anyone uses the level titles in actual play, for quite a number of reasons. They're a cultural mishmash, and imply things about your social status that may not be true. They eat up synonyms that could be used for other classes. (this must have made D&D a real pain in the ass to translate to languages that don't steal liberally from other cultures. ) All in all, they cause more trouble than they bring benefit, especially if used as in game terms. Which is probably true. But of course the designers still have to stick with their current choice until the next edition at least. Such is the nature of progress.

A new name? It's elementary: Want a flavourful name for something in the game? Use ye olde english. Still stuck, roll on this random table to generate appropriate sounding names. If you want names that sound like a different culture, go somewhere else. Not really much to say about this one. Just another way to fill up a couple of pages.

Spy's advice: Can you stop someone from attacking you with a ranged weapon by attacking them hand to hand (Yes, by a strict reading of the rules. Hmm. Maybe we should do something about that.)
Should players be allowed to see the combat tables (yes)
How far do you move when you retreat (10 feet)
Can you keep from being hurt by clinching. (as long as they're trained and roll well. )
How do you get a HtH weapon value above 250 (dual weapon wielding. Twinktastic!)
How did you extrapolate the extra damage in the combat example (see the injury modifiers table)
Can you convert semi-automatic weapons to fully automatic ones (yes, but it'll cost ya. )
Who pays for food and stuff when you're on a mission (normally the agency, within reason, unless you're deep undercover and have to fend for yourself)
Do you get XP for rescuing someone during the course of an assassination mission (no)
How do you learn a new language ( do a course, or treat it as an area of knowledge)
When an agent switches bureaus, do they lose their raised ability scores (no, general experience counts for something. )
Can you describe the social special powers (surely they should be self-explanatory. Oh, alright then, here's a few lines)
Do you get xp for using fake money if you don't know it's fake (no. You aren't honing your lying skills if you think you're telling the truth. )
What do you classify rolling as (Crawling for movement rate, running and dodging for penalties to hit.)
What's with the modifiers for called shots (I have my reasons. You can change them if you don't like them)
Do distractions work in ranged combat (not very well)
What's the damage for a hollow point bullet filled with mercury (same as for a Dumdum bullet)
Are the new bureaus in dragon magazine legal (They aren't official yet. We have tournament compatibility to consider. You are encouraged to try them, if your GM will let you. )

Off the shelf: Once again, the entire conan series is getting reprinted. You'd think they could keep such a big author in print continously, but no. Besides. If you put different covers and running orders on the collections you can scam people out of more money. Anyway, the books given full reviews this month are
Out of their minds by Clifford D Simak tells the story of a person finding his way into the place imaginary creatures live. The results are both amusing and scary.
We can build you by Philip K Dick is another of his books with a strong message about technology and the way humanity can be blurred by it. Yes, it has dangers, but we still ought to try and improve ourselves. The world will only last so long, and becoming inhuman is better than going extinct.
Elfquest by Wendy & Richard Pini is a novelisation of the first 5 issues of the comic. This means they can retell it with a different perspective and fill in some details. So they can sell it again to the diehard fans for minimal extra effort.
Elfquest II by Wendy & Richard Pini is not a novelisation, merely the trade collection of issues 6-10. I hope that's not confusing.
The making of the wrath of khan by Allan Asherman is an in-detail look behind the scenes, with lots of photos from the set and conceptual art. If it details all the production shenannigans I don't know, but I doubt it.
Myth directions by Robert Asprin is the third in a series, but that doesn't matter too much, as its mostly about the humour rather than the plot. With illustrations by Phil Foglio, it's certainly well served in the visual area. File under light reading.
Misplaced persons by Lee Harding is one of those stories about a person who suddenly finds the whole world starts ignoring him. Why? How does he escape this condition? Read it and see, because the review doesn't spoil us.
Retief to the rescue by Keith Laumer is the first new book in the series for 10 years. But It's another strong entry, not a cynical cash-in. Much bureaucratic comedy occurs.
A world called camelot by Arthur H Landis puts sci-fi up against magic, and turns the offworlder into an unsuspecting epic hero in Edgar rice Burroughesque fashion. Good triumphs (at a cost) evil is defeated in the end, everyones happy.
Fantasy annual V, edited by Terry Carr is another returning series that the reviewer rather likes. Get the earlier ones as well, You won't regret it.
The wind from a burning woman (ew) by Greg Bear is an innovative collection of short stories from a brand new author. The ideas are interesting, and the book looks good as well. I wonder if we'll see him again.

The role of books continues to give us more potentially helpful guides to help us make our own worlds and mythology. I'm afraid even Lew can't keep this interesting. I think that's enough installments. If we spend all the time reading other people's stuff we'll never get the chance to make our own.

Reviews: Questworld takes the runequest system and turns it towards more generic game settings. Why am I getting a sense of deja vu? It still has a default setting, and is slanted heavily towards fantasy gaming, so it's hardly a universal system yet. Baby steps, I guess. Those reservations don't mean its a bad game, by any means, and it's adventures are useful to both Gloranthan adventurers and people making their own homebrews. A pretty reasonable review, really.

Whadaya know, What's new almost manages sex in D&D, but gets distracted by jesters. Haven't you cleared them out from last year yet? Dragonmirth references pac-man. You'll never clear out that dungeon, ever. Wormy is mostly in foreign this month. Great Harold, what are they talking about?

A pretty good issue, overall. They're introducing cool new cool stuff, and seem to be pulling out of the new year slump. Lets hope they keep their promises to put Monster trucks and other new topics into the magazine. We could do with the variety.

Last edited by (un)reason; 24th December 2008 at 12:44 PM..
(un)reason is offline   Reply With Quote
Old 24th December 2008, 04:54 PM   #330 (permalink)
Registered User
 
Carnivorous_Bean's Avatar
 
Join Date: Dec 2007
Posts: 255
Carnivorous_Bean Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by (un)reason View Post
But that's mostly to ensure that it's obvious these are scary guys like the worst stereotypes of aztec culture, and need to be stopped.
Judging by the fact that the Aztecs had an extremely violent, militaristic culture ....

.....whose governmental system was organized around continually attacking the neighboring tribes and taking thousands of them for sacrifice and cannibalism ....

..... that ritual self-mutilation was a regular part of their upper class lifestyle, that flayed skins were frequently worn as garments by priests, nobles, and anyone else wanted to get in on the supposedly beneficial effects of wearing them ....

.... that Aztec poetry includes such imagery as "how my heart yearns for the flowery death!" (that is, death in battle) ....

.... that their temples included statues 10 or 12 feet tall, made out of a special kind of flour kneaded up with human blood ....

.... that their city included a colossal "tzompantli," or skull rack, in the main square, where 20,000 severed heads could be displayed at a time for public edification, terrorizing, or whatever ....

.... and that they were defeated mainly because their neighbors were so utterly sick of their constant predation and tyranny that they either sided directly with the Spaniards or sent no help to the Aztecs, because they wanted them destroyed ....

.... I kind of wonder if the image of the Aztecs as a scary, militaristic bunch who needed to be stopped can be classified quite so easily as a 'bad stereotype.'

Last edited by Carnivorous_Bean; 24th December 2008 at 04:57 PM.. Reason: Forgot to finish a sentence. >.<
Carnivorous_Bean is offline   Reply With Quote
Old 25th December 2008, 10:28 AM   #331 (permalink)
Registered User
 
(un)reason's Avatar
 
Join Date: Jan 2005
Posts: 633
(un)reason Orc Berserker (Lvl 4)
Merry Christmas everybody!

Dragon Issue 73: May 1983

part 1/2

100 pages They change not only their format, but their typeface and column layout this month. Very interesting. I expect we'll soon take it for granted, like most little changes of this sort. But they haven't made the changes they said they would last issue. April fool In fact, they've actually increased their size, and intend to keep this up. Great. More work for me. We have several old things elaborated upon, plus the usual array of new stuff and returning features. On with the show.

In this issue:

Hmm. A Harn advert. Interesting. Another long running setting gets added to the list of arrivals.

Out on a limb: Two letters asking some questions about the attack priority system in issue 71. Kim does his best to help, as usual.
Two letters commenting on and complaining about the social class articles. People really don't like the idea of being unable to get into a class because they're too low on the totem pole. And if every other PC is going to try and break the rules just because they're there, why have them at all?
A letter filling us in on the effects of extreme cold (or at least, canadian temperatures. ) and asking for a better article on the effects of temperature in general. They reply that since the writer seems so knowledgable, perhaps they should write it.
A letter engaging in some mathematical quibbling.
A letter telling us more about tides around the world. As usual, things are never as simple as they first seem, and there are a bunch of variations and exceptions. Fascinating.
A letter praising their humble artists. They really don't get enough credit for their part in making the magazine look good. Damn right. Good to see a purely positive letter once in a while.

Another new class this month, The Duelist. Designed to put a little more drama into D&D combat, they are exceedingly good at one-on one battles, but not so much at facing monsters, spellcasters and other stuff. While more powerful than straight fighters, they still can't hold a candle to a properly designed druid or wizard. They would make a perfectly legitimate character as long as you weren't facing nothing but humans in your adventures. I quite like this, even though they might outshine the other fighting classes a bit, it's well written and has a strong sense of flavour and thematics.

From the sorceror's scroll: Oooh. The planes take another big step forward, as Gary introduces the para and quasielemental planes. Ooze, magma, radiance, vacuum, and all the rest in their instadeath inflicting glory. Plus we get the code for the colour curtains when engaged in ethereal and astral travel. Every planar traveller ought to know them, because ending up in a place that'll kill you instantly when unprepared is not a good idea. As ever, it's fascinating to discover how this stuff started and evolved. That he gives us several alternatives that he tried and rejected as well is a definite plus. After all, even if they're not canonical, you could still use them in your own games. It keeps players who've read the books from knowing all the answers.
We also end with another blatant plug for money, as Gary mentions the TSR scholarship fund for gamers (?!) and encourages people to both donate to it and apply for it. Ookay. That's a bit of a sour note. He could definitely have phrased that a bit better.

The solo scenario: Katherine Kerr considers the benefits and difficulties in one-on-one play. You have to put in rather more effort to tailor the adventure to both the abilities of the character and the personality of the player if you want it to work well. However, it does offer substantial benefits in terms of attention, you're free to have extensive attention on emotional matters that would result in big chunks of the group doing nothing for parts of the session, and you don't have to worry about splitting the party. She quotes plenty of personal experiences and her advice seems sound, particularly if you want to do more roleplaying than dungeon crawling. She also digresses onto how to introduce a new player to the game, and how to integrate a newly joined player into an established group. This is a very strong article indeed, and really stands out from the crowd. I get the impression that this inspired quite a few people to develop their playstyle beyond team based dungeoncrawling. Which is good.

The ecology of the catoblepas: Looks like this series has been taken up eagerly and is already in full swing. They have entries lined up for the rest of the year. And why not. Who doesn't love ecology (apart from the current D&D developers). This month's entry takes a particularly strange tack in inventing and rationalizing it's subjects powers and mating procedure. The catoblepas we see are the females, and the males are pathetic little grazing things that have to run up behind her and get their end away without being looked at and dying. (so many comments I could make here but won't ) Their death attack is due to their breath, rather than an actual gaze. (grody) And the fiction ends with an amusing twist. Even if you don't use the changes and additions it makes, its still an entertaining article. The antics of the sages in it jive well with my view of D&D sage groups of this period's implied setting. Lets hope the next few entries in the series keep up this strong showing.

The whole half-ogre: Roger Moore reiterates and expands upon the half-ogre. (from all the way back in issue 29. That's quite the gap) Yes, they are quite limited in a lot of ways. You'll just have to accept that if you play one and concentrate on the good parts. Low stats do not neccecarily make a character not fun to play. Not an exceptional article, especially as so much of it is rehash. I wonder why they decided to do that now. Seems like the sort of thing that would be more appropriate for the best ofs than here.

Relief for traveller nobility: Oh joy. Another article offering extra detail (and more importantly, extra powers) for a particular career path. [/sarcasm] Yeah, I'm recycling my material. So are they. You want to be a noble who actually has the money to own an estate or a full-on ship, rather than just being some hanger-on relation, use these. Seems pretty self explanatory.

Lights, camera, life!: Having done several artist profiles. they're now showing you some hints on how to make your own dramatic images from miniatures. Basic set-up, how to make simple special effects, and lots of sample pictures. Once again I am reminded just how much computers have revolutionized the editing process, allowing even amateurs to achieve results that would take tons of equipment and training years ago. This is one of those articles that feels woefully short, as you could fill whole books on this subject, and he's got only a page or so of writing to give to us. But at least they're trying to cover other topics.

Figure feature has lots of ridable stuff this issue. Dinosaurs, elephants, big cats, wyverns, griffons. Quite the selection for your character to choose from. Hopefully the figure on top will also suit your conception of your character.

When it gets hit, it gets hurt: Equipment damage and maintenance rules. No thanks. Particularly when they happen every time you roll a 1 or 20. While I don't inherently object to realism, those odds are just bastardliness masquerading as realism, and would not make for better games. On the plus side, they're simple, so if you want to set your game in a universe where entropy has a far more brutal hand on the balls of reality than this one, it won't slow the game down too much. You can still expect complaining from the players, unless they get a chance to escape and kick entropies ass at some point.
(un)reason is offline   Reply With Quote
Old 25th December 2008, 05:36 PM   #332 (permalink)
Registered User
 
Deuce Traveler's Avatar
 
Join Date: Aug 2005
Location: Hampton, VA
Posts: 3,362
Deuce Traveler Hobgoblin Soldier (Lvl 3)
Wow... doing this on Christmas. That's dedication. Merry Christmas to you and to all!
__________________
My Involvement:
Spoiler:

Player of Doral Kinsman the Beguiler in Who Wants to Be a Wayfinder
IC

DM for my v3.5 homebrew campaign, Last Stand of the Dorinthians
OOC//Chapter 1- Homeless (Closed)//Chapter 2- Illusions (Closed)//Chapter 3 - The Imperials (Closed)//Chapter 4- The Second Invasion (closed)//The Final Chapter(closed)//Dead Secrets(closed)//Rogue's Gallery//Story Hour

DM for his Sword and Sorcery Campaign; City-State of the Invincible Overlord w/BECMI rules
Out of Character thread
---

My works:
Dog Soul Publishing's The Books of Faith: Jainism
Dog Soul Publishing's Sahasra - Items of Magic and War
Various articles and editing projects for Silven Trumpeter
LPJ Design's The True Psionic Story: Amulet of Catapsi
Deuce Traveler is offline   Reply With Quote
Old 25th December 2008, 10:25 PM   #333 (permalink)
Moderator Emeritus
 
el-remmen's Avatar
 
Join Date: Jan 2002
Location: Planet of Brooklyn
Posts: 6,467
el-remmen Goblin Sharpshooter (Lvl 2)
We finally reached my first issue!

Still use half-ogres in my games and the duelist was the first prestige class I designed for 3E.
__________________
How to Write a Story Hour. | "Out of the Frying Pan" Story Hour Portal Thread


"Out of the Frying Pan" Story Hour Downloads: Book I | Book II | Book III | Book IV (coming sometime 2009)
el-remmen is offline   Reply With Quote
Old 26th December 2008, 06:47 AM   #334 (permalink)
Registered User
 
Orius's Avatar
 
Join Date: Nov 2002
Posts: 3,040
Orius Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by (un)reason View Post
The whole half-ogre: Roger Moore reiterates and expands upon the half-ogre. (from all the way back in issue 29. That's quite the gap) Yes, they are quite limited in a lot of ways. You'll just have to accept that if you play one and concentrate on the good parts.
The real reason they suck: no spiked chains yet.

Quote:
Originally Posted by el-remmen View Post
We finally reached my first issue!

Still use half-ogres in my games and the duelist was the first prestige class I designed for 3E.
Until the official version came out anyway. But that's 202 issues in the future.

Or maybe you just kept using yours.
__________________
"Y'know, I think my favorite thing about being a hero of destiny is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in your way." -- 8-bit Theater

"i did not serve with napolean in his artillery. but i did play wargames with him and his men." -- diaglo

Orius is offline   Reply With Quote
Old 27th December 2008, 11:14 AM   #335 (permalink)
Registered User
 
(un)reason's Avatar
 
Join Date: Jan 2005
Posts: 633
(un)reason Orc Berserker (Lvl 4)
Dragon Issue 73: May 1983

part 2/2

Non-violent magic items: Well, this is nice. One hundred new items, all of which aren't combat focussed, and many of which are very handy for everyday living. Thank you very much Mr Pulsipher. These'll definitely come in handy for when I want to award treasure. We can always do with a little more general setting depth. I'm sure some of these items could be put to broken purposes in the hands of devious players, but they'd have to think about it. And since that kind of ingenuity is something I encourage, I may well choose some of these over another +1 item if I get the chance.

Forest of Doom: Another module of Dooooooooooooom!? I guess the cliches become cliches because they work. A 16 pager, this is not a wilderness adventure as you might expect, but a dungeon set inside a giant tree. Which is a cool idea, albeit one we've seen quite a few times since then. (especially in zelda games) It's not quite as impressive as giant underwater plants, but it beats another miserable cavern. Course, at this level, a smart party with enough spells to spare could fly up to the top level and face the bosses, skipping everything else. Not a perfect module, but at least it tries to tie it's disparate monsters together with a plot rationale. Overall, neither brilliant or dreadful. Eh, it'll fill up a session or two.

New tools of the trade: More cool bits of gear for top secret, with a particular emphasis on concealment. From acid to wigs, this is mostly stuff that'll get you in, help you see, and generally get you more info on whatever you're investigating. Because lists of weaponry, no matter how extensive, can't solve all your problems as a spy. Many of these things should really have been in the corebook. I mean, grappling hooks, glass cutters. Where would a spy be without basic like that? Stuck on the outside, that's where. Another useful but not brilliant article.

Thief's climb should be leveled out: Not about their wall climbing percentages. An article criticizing the kinks in their xp scale, which means that sometimes they're better and sometimes they're worse. Ho hum. Yes, the rules might need some fixing, but a basic mathematical uneveness is not a game breaker. Bored now.

A rare way of viewing the wish: Another dull single page article. Lew Pulsipher tries to limit the power of wishes (again) by asking the question. Who's granting them? what do they want in return? How will they screw the characters over if they ask the wrong thing? Nothing of note here. We'll probably see these ideas regurgitated again several times before the run's over.

Forever War, the game. Fight those Taurans as a mech suited superwarrior. Seems like rather missing the point of the original book. Show people a grim tale of the futility and ugliness of war, and there's always a few idiots who say cool, I want to do that! Anyway, was it a good game?

Patching the cracks in Champions: One of those articles that does exactly what it says on the tin. A lot of people are having trouble generating a character from concept up, as they're so used to random generation (Now that's amusing) So roll up a character in V&V, and then convert it. We also get some social advantages that seem pretty sensible. Good to see them catering to different games in here, even if it is just a one-off.

Fiction: The sagittarian by Jessica Amanda Salmonson. Ahh, poetic justice. Such a lovely phrase. What better kind is there. It makes for far more entertaining stories than the regular variety. Shame there's not enough mischevious gods and whimsical wizards around to enforce it properly. Anyway, man gets turned into stagtaur. (elaphocentaur if you want to get technical) Wackiness does not ensue, unless it happens in a follow-up story. Googling is unhelpful. More info would be good.

Up on a soapbox: Oh, for gods sake. Roger Moore goes on about how players should always work together as a team to complete their mission. If they don't they will fail miserably. Infighting and selfishness has no place in gaming. off. Did you not read the intro to every roleplaying game ever, where it says there's no winners and losers. It's not about the mission, it's about the fun you have playing your characters on the way. (ha) Okay, so if you're going to have a game with PvP and intrigue, you should establish that beforehand, so there's no OOC hard feelings when people get screwed over. But for a lot of us, that drama is a huge part of the fun, and something to be actively sought out. Maybe I'm just too new skool for these guys. But this shows a tremendous amount of blinkeredness about what roleplaying can be.
....... Well. That was an unexpectedly vehement reaction. As you may gather, I disapprove of this article. YMMV, of course, since this is very much a matter of personal preference.

Time, money, and the goon show: Tom wham gives us some extra stuff for file 13, for those of you who'd played it a few times, and need to put variations in to stay interested. This makes winning and losing much more definite, as there is a stronger scoring system. He also takes the time to point out the errors in kim's making of. Which isn't quite as funny as the original article, but still amusing.

Reviews: Moon base clavius is set in 1996. Ha. Its a military boardgame with a bunch of little scenarios. Unfortunately, it fails to live up to its promise and gets a poor to mediocre rating. As disappointing as the monorail.
Grav armor is a futuristic tank wargame. It's sequence of play results in some unusual tactics being optimal, and it has good graphics, but otherwise is unexceptional. Another solid game you'd probably play a few times, and then lose interest in.
Dragonmaster is a card game. And once again, the reviewer is in a rather vicious mood this month, calling it bland and simplistic underneath it's pretty visuals and high production values. What's eating him? Oh well, I guess I should enjoy it while it lasts, because I'll probably be seeing lots more dull moderately positive ones in the future.

Mercinaries, spies and private eyes. That's quite a cool name for a game. And it sounds like it has more scope than top secret or gangbusters. Anyone remember this one?

Palladium! Their very first advert in the magazine. But not their last by a long shot. Weapons and armour and castles and assassins, oh my. No system though. It'll be interesting to see when they start developing their own setting stuff.

Gamers guide: Looks like their extra size comes at a cost. But thankfully that'll be taken up by extra advertising. Hey, at least they're putting it at the back so you don't have to wade through it if you don't want too. This is a commercial operation, you know. Don't worry. I'll still be keeping my eyes out for interesting adverts, and thinking about what they reveal about the scene at the time.

What's new and wormy are unfortunately illegible this issue. Suckitude. Dragonmirth is as entertaining as ever.

A very good issue indeed. With both excellent articles for D&D that move the games setting and agenda forward, and a reasonable quotient of articles for other games, plus quite a few cool and significant adverts, this is one of the best overall packages they've released in a long time. Still a few articles I don't agree with, but I'd probably get bored if I agreed with everything anyway. Lets hope they keep this style up for a bit, as I already like it more than last years one.
(un)reason is offline   Reply With Quote
Old 28th December 2008, 01:17 PM   #336 (permalink)
Registered User
 
(un)reason's Avatar
 
Join Date: Jan 2005
Posts: 633
(un)reason Orc Berserker (Lvl 4)
Dragon Issue 74: June 1983

part 1/2

87 pages. Welcome to another birthday issue. We have more dragons, more cool stuff from Ed, Lew, Roger, Len, and plenty of other articles. Also, Roger is now a full member of the editorial team, working in the same building rather than sending in articles from god knows where. Unfortunately, the pull-out extra pages on gen con do not appear to have been included in the scan, so I can't comment on them, which sucks. Oh well, there's plenty of other things still to do. Like spying. This issue has an unusually high number of top secret articles as well. Lets see what they've crammed in, and see if I can fit it into my already bulging skull.

In this issue:

Out on a limb: A letter defending giving each level a title. There's always going to be some reactionaries.
A letter complaining about the statistical analyses of classes, as well as their recent revisions and additions, saying that this does not help roleplaying, and boiling things down to the numbers discourages creativity and treating them as personalities. Kim gives a rather lengthy reply to this, and seems a bit baffled as they do also have plenty of articles of how to build personalities and background details.
A letter complaining about how male oriented the magazine is, and wondering why there's no incubi in the game. This gets the stock response of well, we're trying, but when the vast majority of submissions are by male writers and artists, of course it's going to be skewed to that viewpoint. (oh, and they did do incubi, back in issue 54, but kim forgets to point that out) You want to change that, send stuff in.

From the sorceror's scroll: Horseys! Gary gives us info on warhorses, barding, and how much of an expense it is to get hold of them. You may want to use that, because it is pretty helpful for your overland adventures.
More importantly, we get another talk about their current plans for the future. And this one's a doozy. They're planning on releasing more minis and constructable environments for them. The D&D movie has a script (written by an academy award winner, what the hell happened there?) now we just need someone to make it. The D&D cartoon is done, and will be sharing airtime with the smurfs and pac-man. (tee hee. Family friendly show) and he's working with Flint Dille to create another D&D TV show. (And so another seed of his downfall was sown) Very interesting indeed. So many big plans, to have so many crushed hopes and unexpected ramifications resulting from them. You think you can play with the big boys in hollywood and come out ahead? Oh boy. You will learn. Lets hope we get to see some more of the backstage drama unfold here in the future, because this is important stuff, and I don't want to miss these big events in their zenith years.

James bond, 007 gets a big full colour advert. Another big licence gets a game based upon it. Will we see more stuff on this soon?

Leomund (and Nystul's) tiny hut: We get a contribution that seems to have been misplaced from the april issue. The bureaucrat and politician classes, more ones that are technically functional, but completely unsuited for adventuring. This is about as interesting and funny as spending time around real bureaucrats. Next please.

Landragons: Ahh, this is more like it. Three new dragon types, with a common theme running through them, and a load of implied setting stuff attached (the ubiquitous nebulous sages strike again!) Wingless compact dragons which are closer to being standard apex predators than the magically mighty supra-intelligent all rounders that make up the standard selection. And their breath weapons are pretty interesting as well. With plenty of info on their tactics, life cycle and ecology, this is a solid article that'll give you foes to challenge your players at a wide range of levels.

The electrum dragon: And a 4th dragon, unconnected to the previous three. This is not the product of gold and silver dragons mating, (although it probably ought to be) but a brand new metallic dragon species. They are a bit poncey, and not very considerate parents, but as we know, even good dragons aren't saints. This certainly isn't Ed's best contribution ever.

Seven swords: On the other hand, this is certainly a contender, if you go by the number of people who remember it fondly. Hello again, Elminster. Having been extensively regailed with stories of this world's magical swords, he condescends to reveal a little about the realms' most famous magical weapons in return. Adjatha, Albruin, Ilbratha, Namara, Shazzelim, Susk and Taragarth. Each has interesting powers beyond just being good at kicking butt, from monumental to quirky; and a history that spans many locations and multiple adventurers lives. Obviously, Ed is leading by example, and hopes to inspire other people to write stuff in the same vein, because at this stage, it'd still be a bit tricky to use them direct, given that our info on the realms is still in the form of tidbits with not enough joined up info to see the world beneath. Course, you could just nick the powers but replace or ignore the fluff. So it's useful even if you're lazy. Don't be lazy folks. Put in the effort to make your own world and make Ed proud.

The ecology of the bulette: Now why doesn't it surprise me that these are another of the first monsters to be ecologicaly examined. We see the return of the guild of naturalists, and their attempts to understand the creatures of the world around them. While a fun story, this one doesn't reveal that much about their general place in the world. Still, if not brilliant, it's a solid addition to their latest new series.

Tracing THRUSH's nest: A villainous organization for your top secret games. Formed from the ashes of professor Moiarty's criminal network, the Technological Hierarchy for the Removal of Undesirables and the Subjugation of Humanity (man, that is a terrible acronym. ) is let by a supercomputer and has it's own flying mobile city. That's ..... Pretty far out, man. Introducing that would definitely raise a few eyebrows in all but the most gonzo game. I'm really not sure what to make of this.

In trouble? Say UNCLE: Ahh. Now it all makes sense. It's all the fault of 60's tv. Man, they came up with some utter tosh for their backstories. Most rpg settings seem like models of logical design and consistency by comparison. This does what you'd expect, compiling the hints from the shows to build up a setting for your PC's to use. If they're ON DRUGS! No, sorry, I cant suspend my disbelief long enough to take this seriously as a workable setting. It's like 60's batman. The holes and stylistic weirdness are just too big and obvious for me to deal with. You'll have to get someone else to try it.

Last edited by (un)reason; 29th December 2008 at 11:59 AM..
(un)reason is offline   Reply With Quote
Old 29th December 2008, 09:09 AM   #337 (permalink)
Registered User
 
Hussar's Avatar
 
Join Date: Aug 2004
Posts: 7,752
Hussar Gnoll Huntmaster (Lvl 5)
Hey, I remember Adjatha. Very cool. Way, way overpowered. IIRC, it ate spells and gained hit points based on the level of the spell. You could then draw from this pool of hit points to add to your own.

Pretty much a way to make you invincible.
__________________
Currently running: Sufficiently Advanced over Maptool. Soon to change. If you'd like to join in a short 3-8 session campaign for various systems, drop by our forums.

I double-dog-dare you to make your game sound super cool without comparing it to other editions. - paraphrased from Umbran.
Hussar is offline   Reply With Quote
Old 29th December 2008, 12:02 PM   #338 (permalink)
Registered User
 
(un)reason's Avatar
 
Join Date: Jan 2005
Posts: 633
(un)reason Orc Berserker (Lvl 4)
Dragon Issue 74: June 1983

part 2/2

Spying on the spies: The writer of the previous two articles gives their designers notes, revealing the extrapolations and decisions they had to make to build the organizations into remotely consistent creations to use in your game. Which even they admit did take quite a bit of work, given the amount of contradictory material in the TV show and comics. Lets hope someone got some use from this stuff, because I can't see myself doing so, and they did put quite a bit of work into it.

The vicarious participator: Ahh joy. A roleplaying vs rollplaying piece. Lew tries to spread the idea of compromise between the people who just want to stomp and the persona building obsessives. Because we're all in the same hobby, and fighting over this stuff is just stupid. He also draws the distinction between those people who really want to create fictional characters with their own likes, dislikes and personalities, and those who basically play themselves if they were a whatever in the game. Neither is really wrong, and the line between can be quite blurred. And now you know about it, you can figure out where you fall on this scale and consciously choose to change it. Not his best work, and he's trying too hard to be noncontroversial IMO, but still a solid piece of writing with some insights into the roleplaying condition that don't seem obvious and stale. He always has a good spin on things that would be dull in lesser hands.

It's the combat computer: This months special feature is a cut-out wheel which is supposed to help you with your calculations. Not a bad idea. But make sure you cut it out correctly, otherwise it won't work. Notable also for being the first appearance of Tracy Hickman (unless I missed an earlier one) in the magazine. Another name we'll see going on to bigger and better (well, bigger anyway ) things. Another decent entry to add to their list of helpful creations.

What do you get when you cross a dungeon master with a computer: And here's another spin on the same subject. This provides you with a quick way of generating new characters. (at least, once you've entered the program into your computer ) As befits the expansion in computers capacities, this is rather longer than earlier programs, with several interesting little subtleties which reflect the authors biases. Obviously, you won't be able to get any use out of it now, (unless you can point us towards a retro code environment emulator) but It's nice to see them putting some of this stuff in the magazine again. And if it doesn't do what you want, you can rewrite it yourself, which is more than we can say for the modern crop of digital aids.

A player character and his money: A second article from Lew this month. He attempts to restore some sanity to the economic situation in your game. A difficult task, as this is D&D, but hey, you gotta try. Remember, characters have to spend money just to live. And any place with lots of adventurers will suffer high inflation. (an excellent reason for you to keep heading for farther off continents or even extraplanar instead of settling down. You get higher level challenges, and don't ruin your home's economy and devalue your money there.) He tackles the other things that can eat up your funds; taxes, followers, building projects, equipment, influence etc. Unless they're being deliberately miserly, there are plenty of ways to keep them from being able to live off their current funds for the rest of their lives without them hating you for it. And several that will make you hate them, from thievery to being transported to another world without their stuff, or where it's not valued. Once again he's both full of ideas, and a catalyst for ideas in my head. Which is pretty nice, really.

Reviews: Star Frontiers is the only review this month, but is a bumper sized one. This is one of those reviews that winds up feeling more like a promotional piece than an objective assessment. That's the problem with reviewing games by the same company that's printing the reviews. Even if your enthusiasm is entirely genuine, your opinion still doesn't carry the weight of someone not in the employ of the creators. That said, it still goes into a good deal of detail on the specifics of the mechanics and contents, so it should still be useful in determining if you want to buy it or not.

Off the shelf: D'arc tangent no 1 by Freff & phil foglio is a comic with quite a bit of depth to it. About the search to discover why some races choose violence over empathy, it manages humour, detail and character development. Unfortunately, a quick search reveals that this is the only issue that ever got published, so the story is incomplete. Doesn't that just suck.
Prelude to chaos by Edward Llewellyn is a romance set against the collapse of civilization. Eventually, anyway, as both it's protagonists are hard-headed independent types. Big questions are raised, moral ambiguities presented,
The three legged hootch dancer by Mike Resnick is a story of an interstellar traveling circus, and the fun and trials they face along the way. This is primarily a humorous book, which is unusual for sci-fi.
The walls of air by Barbara Hambly is another story that transports earth natives to a fantasy world, and has them wind up saving it. But the characters and world are well built enough that you care about them anyway.
Orion shall rise by Poul Anderson is a postapocalyptic tale that spans an entire generation, and their attempts to regain power. We get to see how backroom politics and conflicts have very real effects on the world around. And some eco-crap. Not that that's a bad thing, as good sci-fi should throw a lens on real world issues.
The mists of avalon by Marion Zimmer Bradley is a retelling of arthurian legend from the PoV of Morgan de fay. Intrigue, lust, incest, battle and magic ensue, as you might expect. The druidic side gets considerably better press than the christian one. I don't need to sell this one to you, as it is fairly well known.

What's new is in code this month, going with the spy theme. Wormy faces the wizard.

Not quite as good as last issue, this is still full of many memorable moments and several things that would go on to be significant later. They may have built up a bit of history, but they can still add on a lot more before it starts to collapse under it's own weight and needs rebooting. So lets add a few more pieces to this jenga tower, see what shapes it makes next as it builds up to it's full height.
(un)reason is offline   Reply With Quote
Old 29th December 2008, 09:10 PM   #339 (permalink)
Registered User
 
Arnwyn's Avatar
 
Join Date: Sep 2002
Location: brink of total screaming madness
Posts: 6,252
Arnwyn has disabled Experience Points
Quote:
Originally Posted by (un)reason View Post
Gary decides he's too important ... I am not impressed.
Heh. Okay, now I'm definitely seeing a trend here!
Arnwyn is offline   Reply With Quote
Old 30th December 2008, 01:12 AM   #340 (permalink)
Registered User
 
(un)reason's Avatar
 
Join Date: Jan 2005
Posts: 633
(un)reason Orc Berserker (Lvl 4)
Quote:
Originally Posted by Arnwyn View Post
Heh. Okay, now I'm definitely seeing a trend here!
As someone who is prone to attacks of overwrought ambition and egomania, (would I even be attempting this if I wasn't ) I can see the signs of it in other people. During that period, Gary definitely let his success go to his head. Whether that's justified or not is for you to decide, given the whole multimillion dollar company thing. In any case, believing your own hype rarely ends well.
(un)reason is offline   Reply With Quote


Bookmarks

Tags
1e, ad&d, dragon magazine, epic thread, franchise, history, magazines, nostalgia

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


LinkBacks (?)
LinkBack to this Thread: http://www.enworld.org/forum/general-rpg-discussion/239789-lets-read-entire-run.html
Posted By For Type Date
[Lets read] Dragon magazine - From the beginning - Page 56 - RPGnet Forums This thread Refback 3rd September 2008 01:28 AM

And yet another word from our sponsors
Visit Our Sponsors
Visit Our Sponsors... Again
Powered by vBadvanced CMPS v3.0.1

All times are GMT +1. The time now is 10:56 PM.


Site Contents © 2008 ENWorld
PHP Ajax Multimedia Web Framework © 2008 Digital Media Graphix
Powered by vBulletin® Version 3.8.0 Beta 1
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.2.0

"Vault Data" powered by VaultWiki v2.5.1.
Copyright © 2008 - 2009, Cracked Egg Studios.